<h2>Full example</h2>
<pre><code>// Vertex shader
struct CameraUniform {
    view_proj: mat4x4&lt;f32&gt;;
};
[[group(1), binding(0)]]
var&lt;uniform&gt; camera: CameraUniform;

struct InstanceInput {
    [[location(5)]] model_matrix_0: vec4&lt;f32&gt;;
    [[location(6)]] model_matrix_1: vec4&lt;f32&gt;;
    [[location(7)]] model_matrix_2: vec4&lt;f32&gt;;
    [[location(8)]] model_matrix_3: vec4&lt;f32&gt;;
};

struct VertexInput {
    [[location(0)]] position: vec3&lt;f32&gt;; 
    [[location(1)]] tex_coords: vec2&lt;f32&gt;;
};

struct VertexOutput {
    [[builtin(position)]] clip_position: vec4&lt;f32&gt;;
    [[location(0)]] tex_coords: vec2&lt;f32&gt;;
};

@vertex
[[stage(vertex)]]
fn vs_main(
    model: VertexInput,
    instance: InstanceInput,
) -&gt; VertexOutput {
    let model_matrix = mat4x4&lt;f32&gt;(
        instance.model_matrix_0,
        instance.model_matrix_1,
        instance.model_matrix_2,
        instance.model_matrix_3,
    );

    bool mybool1 = true;
    bool mybool2 = false;

    var out: VertexOutput;
    out.tex_coords = model.tex_coords;
    out.clip_position = camera.view_proj * model_matrix * vec4&lt;f32&gt;(model.position, 1.0);
    return out;
}

// Fragment shader

[[group(0), binding(0)]]
var t_diffuse: texture_2d&lt;f32&gt;;
[[group(0), binding(1)]]
var s_diffuse: sampler;

@fragment
[[stage(fragment)]]
fn fs_main(in: VertexOutput) -&gt; [[location(0)]] vec4&lt;f32&gt; {
    return textureSample(t_diffuse, s_diffuse, in.tex_coords);
}
</code></pre>